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991.
In a study of recognition memory for pictures, we observed an asymmetry in classifying test items as "same" versus "different" in left-right orientation: Identical copies of previously viewed items were classified more accurately than left-right reversals of those items. Response bias could not explain this asymmetry, and, moreover, correct "same" and "different" classifications were independently manipulable: Whereas repetition of input pictures (one vs. two presentations) affected primarily correct "same" classifications, retention interval (3 hr vs. 1 week) affected primarily correct "different" classifications. In addition, repetition but not retention interval affected judgments that previously seen pictures (both identical and reversed) were "old". These and additional findings supported a dual-process hypothesis that links "same" classifications to high familiarity, and "different" classifications to conscious sampling of images of previously viewed pictures.  相似文献   
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993.
Recent research has explored social-interactional factors in the etiology and maintenance of depression. The current investigation further explored the social-interactional model using face-to-face interactions between depressed and nondepressed individuals, as well as the applicability of this model to observed differences in male and female depression. Forty depressed and 40 nondepressed subjects interacted with same or opposite-sex partners. The 20-minute interactions were videotaped and scored with a behavioral coding system. Subjects completed questionnaires concerning perceptions of their partners and the interaction. Results indicated that depressed and non-depressed subjects behaved similarly during the interactions. However, depression was associated with a number of socially unskilled behaviors. Depression in males was related to additional skills deficits not observed for females. While male and female self-report of depression did not differ, males consistently reported greater negative affect. Partner impressions differed based upon sex of partner, and not his or her level of depression. The robustness of the social-interactional model and methodological considerations for future research with this model are discussed.This article is based on the first author's master's thesis conducted under the supervision of the second author who is now at Catholic University. Portions of this research were presented at the 32nd annual meeting of the Southeastern Psychological Association.The authors wish to thank George A. Clum and Thomas H. Ollendick for serving as committee members; Teresa K. Meade for her invaluable help in data collection; and Katie Bechtel, Ruth Townsley, and Mike Cobler for their assistance in scoring and coding data. Thanks also to an anonymous reviewer for helpful comments on an earlier draft of this paper.  相似文献   
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996.
Sixteen student volunteers were administered a placebo and 50 mg. of chlorpromazine in tablet form, on separate occasions, two hours before testing. The three tests measured dichotic listening performance, lateral eye movements while answering questions about spatial location and verbal meaning, and lateralized facial expression while relating pleasant and unpleasant life incidents. Results showed that chlorpromazine increased the number of trials showing an ear advantage in dichotic listening. Chlorpromazine reduced lateral and increased vertical eye movements in response to the questions about spatial location and verbal meaning. Under the placebo both negative and positive emotions were expressed more in the left face. Although chlorpromazine did not affect this lateralization of negative emotions, the expression of positive emotions occurred equally often on the two sides of the face under chlorpromazine. Results may be related to an effect of chlorpromazine on the asymmetrical dopamine pathways of the brain. It is suggested that the findings may be related to a left hemisphere deficit in schizophrenia.  相似文献   
997.
A social skills training program was evaluated with emotionally disturbed adolescent inpatients. The targeted social skills required an action or reaction within six skill areas. The program was adapted from a commercially available social skills training game that features the use of response specific feedback, self-monitoring, individualized reinforcers, and individualized performance criteria. A peer conducted the baseline and posttraining sessions while the training was conducted by an adult who had no previous interactive history with the subjects. A multiple baseline design across groups demonstrated that the program increased appropriate responding in all skill areas and that these effects generalized during the posttraining peer conducted sessions. A generalization test indicated that the subjects used their newly learned skills with a novel adult outside the training setting. The program appears quite applicable to emotionally disturbed adolescents since it targets skills in a variety of areas and employs standardized procedures to enhance replicability.  相似文献   
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999.
The present study examined observers’ ability to discriminate canonical and dynamically anomalous collisions that were presented in either frictionless or frictional systems. Whereas previous research has provided qualitative demonstrations that dynamic information can be extracted from visual events, the current study provides a parametric assessment of observers’ sensitivity to dynamic invariants. Our findings indicate that observers are competent when viewing both familiar, terrestrial (frictional) systems and unfamiliar but computationally simpler, 0-G (frictionless) systems. Thus, our sensitivity to these dynamic invariants in visual events is robust in natural systems whose dynamic properties differ from those of the environment in which we evolved and developed.  相似文献   
1000.
A technique is described in which line-drawn pictures can be rapidly interlaced, allowing for sequential part presentation or tachistoscopic presentation on the Apple II. This is accomplished using a two-stage process in which the pictorial stimuli are converted into machine code data files and then used to create a rapidly changing display consisting of two or more line drawings. The latter stage could be accomplished in less than 2 msec but is limited by the frame time of the monitor (17–20 msec).  相似文献   
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